Rebrewed Alchemist V1.01
An alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and leach it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Alchemist Spells.
Starting at 3rd level, you always have certain spells prepared after your reach particular levels in theis class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare
Alchemist Spells
| Artificer Level | Spell |
|---|---|
| 3rd | healing word, ray of sickness |
| 5th | flaming sphere, Melf's acid arrow |
| 9th | gaseous form, mass healing word |
| 13th | blight, death ward |
| 17th | cloudkill, raise dead |
Experimental Elixir
Beginning at 3rd level, whenever you finish a long rest, you can magically produce two experimental elixirs in empty flask or similar enclosed vessel. Each elixir requires its own vessel. Half of the potions you create are randomly determined by rolling on the Administered or Reactive Experimental Elixir table (your choice), while the remainder are selected from either table.
You can create an additional two experimental elixirs by expending a spell slot of first level or higher and spending 1 minute crafting them. Creating experimental elixirs requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
Administered Experimental Elixirs' effects are triggered when they are consumed by the target. As an action a creature can consume an elixir or administer it to an incapacitated creature. You may consume an elixir or administer it to any target as an action or bonus action.
Reactive Experimental Elixirs' effects are triggered when splashed on a target within 5 feet or thrown at a target up to 30 feet away. In either case, as an action, a creature may make a ranged attack against a creature or object, treating the reactive elixir as an improvised weapon that they have proficiency with. You may make use your Intelligence modifier, instead of Dexterity modifier, for the attack roll and may make the ranged attack as an action or bonus action. Any target which is forced to make a save from a Reactive Elixir does so against your spell save DC.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: four at 6th level, and six at 15th level. Determine each elixir's effects separately.
Administered Experimental Elixir
| d8 | Effect |
|---|---|
| 1 | Healing. The target regains a number of hit points equal to 2d4 + your Intelligence modifier. |
| 2 | Swiftness. The target's speed increases by 10 feet for 1 hour. |
| 3 | Resilience. The target gains a +1 bonus to AC for 10 minutes. |
| 4 | Boldness. The target can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
| 5 | Flight. The target gains a flying speed of 10 feet for 10 minutes. |
| 6 | Transformation. The target's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes |
| 7 | Power. The target can roll a d4 and add the number rolled to the first damage roll they make each round against one target for the next minute. |
| 8 | Invisibility. The target becomes invisible as if under the effects of the invisibility spell for a duration of 1 minute, or until they attack or cast a spell. |
Reactive Experimental Elixir
| d8 | Effect |
|---|---|
| 1 | Fire. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames. |
| 2 | Smoke. You create the effects of the spell fog cloud centered on the target with a duration of 1 minute. |
| 3 | Adhesive. On a hit, the target's movement speed is reduced to 0 feet till the start of your next turn. |
| 4 | Luminescence. On a hit, the target takes 2d4 acid damage. Until the end of your next turn, the next attack roll against the target has advantage and sheds dim light in a 10 foot radius. |
| 5 | Rot. On a hit, the target takes 2d8 necrotic damage. |
| 6 | Blast. On a hit, the target takes 2d4 thunder damage. If the target is a creature, it must make a Strength saving throw or be pushed 10 feet and knocked prone. |
| 7 | Miasma. On a hit, a creature must roll a d4 and subtract the number rolled to every attack roll and saving throw they make for the next minute. The creature may make a Constitution save at the end of their turn, ending the effect on a success. |
| 8 | Hallucinogen. On a hit, a creature takes 1d6 psychic damage and makes a Wisdom saving throw. On a failure, the creature must use its reaction, if available, to move as far as its speed allows away from you. It will not move into obviously dangerous ground. |
Alchemical Savant
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them, and you can imbue their strength in your creations. Whenever you cast a spell, you gain a bonus to the roll of the spell equal to your Intelligence modifier,
Whenever you cast a spell, you gain a bonus to the roll of the spell. That roll must restore hit points or be a damage roll, and the bonus equals your Intelligence modifier (minimum +1).
Potent Reagents.
Starting a 9th level, you can incorporate potent reagents into some of your works.
- Whenever a creature consumes an administered experimental elixir you created, the creature gains temporary hit points equal to 1d8 + your Intelligence modifier (minimum of 1 temporary hit point)
- Whenever an object or creature is hit by a reactive experimental elixir you create you may add 1d4 + your Intelligence modifier (minimum of 1) acid damage in addition to the normal effects.
- You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Chemical Mastery.
By 15th level, you have been exposed during your work to some many chemical that they pose little risk to you, and you can easily identify the uses of unknown ones. You can use them to heal or harm in equal measure, and can use them to quickly end certain aliments.
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
- You can cast greater restoration without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast the spell with this feature, you can't use this feature to cast the spell again untill you finish a long rest.
- You can cast heal or harm, without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't use this feature to cast either spell again untill you finish a long rest.
- You may reroll the dice when determining the effect of a randomly determined elixirs; you must take the new result.
The Purpose of this homebrew
This artificer specialization is intended to address the shortcomings of alchemist specialization printed in Wayfinder's Guide to Eberron without departing from the original's theming and mechanics, with the addition of more offensive options.
Version summary.
- Version 0.5 - First iteration. Reactive Elixir table is not finalized and there is no multiclass consideration yet.
- Version 0.51 - Changed Miasma Elixir's save from Charisma to Constitution. Changed Marking elixir's name to Luminescence and added the target sheds dim light in a 10 foot radius.
- Version 0.52 - Adjusted flavor text for chemical mastery and added rerolls for randomly determined potions. Adjusted luminescence potion text to avoid confusion.
- Version 1.0 - Removed alchemist's supplies from alchemical savant and adjusted flavor text. Adjusted chemical mastery to make heal and harm be able to cast once per long rest between them. Corrected typos.
- Version 1.01 - Adjusted Temporary Health and extra damage offered by Potent Reagents
Changes from Printed Alchemist:
- Experimental Elixir - Doubled count. Half are always random, half are selected. Potion can be administered to non-incapacitated targets. Potions can be utilized by the alchemist as a bonus action or action. Increased options from 6 to 8 and added a second table of broadly offensive potions. Offensive potions are thrown at targets.
- Swiftness potion - Removed "walking" from text.
- Alchemical Savant - Removed damage type restrictions, decreased temporary hit points granted for administered elixirs, and removed alchemist's supplies as casting focus restriction.
- Potent Reagents - Changed from "Restorative Reagents", added damage to reactive elixirs. Reduced total temporary health added and damage dealt.
- Chemical Mastery - Added the harm spell as an alternative to heal spell, and added rerolls for random experimental elixir generation.
Future plans
- Figure out more elegant wording for Chemical Mastery for casting greater restoration, and heal or harm without each requiring their own bullet point.
- Identify typos and confusing wording.
- Add pictures.
- Determine possible multiclass considerations.
- Adjust (nerf) Potent Reagents Temp Hit Points and Additional Damage.